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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Better graphics begets better graphics

Other images in Caveman

Better graphics begets better graphics

Norman Barrows
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Better graphics begets better graphics.


You know how it goes:


"these graphics here are kind of weak, they need improving!"


so you improve them.


"now they make those other ones look bad! we'll have to fix them too!"


and so it begins..... before you know it, you've taken everything to a whole other level.


and then, you're all happy with yourself, but wait.....


"these graphics here are kind of weak, maybe we could do them a little better..."


and so it begins again!


thus, "Better graphics begets better graphics".


This screenshot shows what is probably the third female body mesh set and the third female head mesh set created for the game.


The original female model meshes were created from the female avatar built-in to TrueSpace 7.61. later, it was decided that the head mesh needed improving this led to an online search for a better looking free female head model. Eventually one was found, and is the head seen in many of the screenshots here from early in the game's development. It was then decided that the new female head made the male head look bad. so a new male head was found. then that made the male body look bad. so a new male body was found. then that made the female body look bad, so a new female body was found. unfortunately, the only suitable ones found were posed, requiring the torso to be cut in half, mirrored, then patch welded together to create a body limb mesh. Then that made the female head look bad (the one that started it all!), so another new female head was found. The result is the model seen in the screen shot. as you can see, the seams where limbs meet still need some cleanup work. with proper cleanup of limb ends, its usually possible to get a seam down to just a line or nothing at all, depending on the lighting. seams appear because the normals of the triangles of the two limbs are not pointing close enough to the same way. when the triangles of the two limb ends are relatively co-planar, the seams disappear.


© Caveman (C) 2000-2013 Rockland Software Productions

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